I\'m trying to create an animation which moves a TextView
from left to right and loop indefinitely. This is the TextView
I want to animate:
<
What you want to do can be easily achieved with a simple ValueAnimator
.
What you first have to do is put two identical versions of the TextView
you want to animate into your layout. In this example my layout looks like this:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/first"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_gravity="center"
android:textSize="32sp"
android:text="@string/hello_word"/>
<TextView
android:id="@+id/second"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_gravity="center"
android:textSize="32sp"
android:text="@string/hello_word"/>
</FrameLayout>
Then - as I already mentioned - you use a ValueAnimator
to animate the translationX property of both Views
, but offset one by the width of the screen (since the TextViews
above use match_parent
as width their width is equal to the width of the screen and that is what I will be using to offset the position of one of them). Your code should look something like this:
final TextView first = (TextView) findViewById(R.id.first);
final TextView second = (TextView) findViewById(R.id.second);
final ValueAnimator animator = ValueAnimator.ofFloat(0.0f, 1.0f);
animator.setRepeatCount(ValueAnimator.INFINITE);
animator.setInterpolator(new LinearInterpolator());
animator.setDuration(9000L);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
final float progress = (float) animation.getAnimatedValue();
final float width = first.getWidth();
final float translationX = width * progress;
first.setTranslationX(translationX);
second.setTranslationX(translationX - width);
}
});
animator.start();
And the result should look something like this:
if somebody tries to search regarding text marquee on game canvas continuously here is the code to achieve that in your game loop. StartingLine.java
is a class that returns a canvas to be drawn on the game surface its functions are being called by gameview
loop
public class StartingLine {
private int screenWidth;
private int screenHeight;
private int xStartPosition;
private int yStartPosition;
private int xEndPosition;
private int yEndPosition;
private int width = 50;
private int tv1y = 0;
private int tv2y = 0;
private int tv3y = 0;
private Paint paint;
public StartingLine(Context context, int screenX, int screenY, int laneCount) {
screenWidth = screenX;
screenHeight = screenY;
this.xStartPosition = screenWidth - width - (screenHeight / laneCount) * 2;
this.yStartPosition = 0;
this.xEndPosition = screenWidth - width - (screenHeight / laneCount) * 2;
this.yEndPosition = screenHeight;
paint = new Paint();
}
public void update(int color) {
paint.setColor(color);
paint.setStrokeWidth(2);
paint.setTextSize(30);
paint.setTextAlign(Paint.Align.CENTER);
}
public void draw(Canvas canvas) {
Rect tb = new Rect();
paint.getTextBounds("STOP AFTER THIS POINT", 0, "STOP AFTER THIS POINT".length(), tb);
if (tv1y == 0 && tv2y == 0 && tv3y == 0) {
tv1y = 0;
tv2y = tb.width() + width;//tb.width()+width = gap between two texts
tv3y = 2 * (tb.width() + width);
} else {
if (tv3y >= (3 * (tb.width() + width))) {
tv3y = 2 * (tb.width() + width);
}
tv1y = tv3y - 2 * (width + tb.width());
tv2y = tv1y + width + tb.width();
tv3y = tv2y + width + tb.width();
}
canvas.drawLine(xStartPosition, yStartPosition, xEndPosition, yEndPosition, paint);
canvas.drawLine(xStartPosition + width, yStartPosition, xEndPosition + width, yEndPosition, paint);
canvas.save();
canvas.rotate(270, screenWidth / 2, screenHeight / 2);
canvas.drawText("STOP AFTER THIS POINT", tv1y += 5, yEndPosition - 20, paint);
canvas.drawText("STOP AFTER THIS POINT", tv2y += 5, yEndPosition - 20, paint);
canvas.drawText("STOP AFTER THIS POINT", tv3y += 5, yEndPosition - 20, paint);
canvas.restore();
}
}
Android has a built-in solution for this called 'marquee'.
Add these lines to your TextView.
<TextView
android:id="@+id/txtTitle"
android:singleLine="true"
android:ellipsize="marquee"
android:marqueeRepeatLimit="marquee_forever"
/>
Then simply call
txtTitle.setText(title);
txtTitle.setSelected(true);
However, this only works if the text is long enough to go out of bounds.